Quote:
Originally Posted by nearmiss
I remember building a campaign for 1943 in the Kuban. I gave it up, because there were no possibilities for implementing tactics.
Pokriskinin developed very successful tactics flying the P-39 and P-40 against the FW190 and 109s. His flight groups flew in tiered altitudes. The higher altitude flights delayed entry until the furrball has progressed enough for them to use their altitude (E advantage) to successfully combat the powerful nimble german aircraft. These were not elaborate tactical schemes, but they were very effective.
In the Il2 it doesn't matter where you position the AI they all drop into the furrball from all levels. This is suicide against the German aircraft, which are mostly successful in those engagements. It doesn't matter what skill level you applied the german aircraft were always the winners.
I gave up on the campaign, because I wanted to produce a winning campaign for users flying Russian side in the P-39 and P-40.
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I don't know if this is possible, but I've often wondered why we can't have despawn waypoints to get unnecessary aircraft out of the mission. I remember crashing them into mountains and stuff to free up the FPS.
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After hosting 1000's of coops I cant get humans to use those tactics let alone AI
The AI behave as most humans do and attack everything they see no matter what.
Usually after they have died they make a comment about bad mission because they died so fast, followed by my usual comment:
"did you read the brief"
"ermm what brief"
"well if you stayed with your flight instead of taking off along the taxi way...........etc etc etc"
My old Sunday campaigns had some disciplined pilots who would fly high/low tactics and they were very successful in this method, flying 4 high 4 low sweeping out targets areas, same for mud moving too using 2 up 2 down attack plan.
Unfortunately there were the points mongers that just attacked everything and usually died or bailed out as a result of "no tactics" and a must kill everything mentality pretty much like the AI at times.
Hopefully the AI has developed into something a bit more controllable from the FMB point of view and should be interesting building missions again.